The Counter-Strike models use 9 way blending (parametric animation), which
means that there are a bunch of different animations per model that get
blended together to give you more fluid movement.
If you compare this to the standard HLDM models, for instance, you can
imagine how much more math is being done to keep the hitboxes in check.
Sorry about the lack of notice on this folks, it was an oversight on our
part.
-----Original Message-----
From: Eric Hall [mailto:[EMAIL PROTECTED]]
Sent: Friday, September 21, 2001 1:37 AM
To: [EMAIL PROTECTED]
Subject: RE: Higher CPU Usage for CS Servers
Honestly, I'd be interested to find out why correct hitboxes would ever
increase
CPU usage... Why does CS have this problem when no other Quake-based games
(including HL and HL mods besides CS) I can think of share in this weakness?
Eric (the Deacon remix)
http://www.firekite.com
> -----Original Message-----
> From: Nathan Woodcock [mailto:[EMAIL PROTECTED]]
> Sent: Friday, September 21, 2001 3:14 AM
> To: [EMAIL PROTECTED]
> Subject: Re: Higher CPU Usage for CS Servers
>
>
>
> On Thu, Sep 20, 2001 at 04:38:36PM -0700, Eric Smith wrote:
> >
> > Several Counter-Strike server administrators have reported seeing higher
CPU
> > usage on their servers after updating to the latest version of
> > Counter-Strike (1.3). This increase in CPU usage is related to the fix
for
> > the hitbox problems experienced in earlier versions of Counter-Strike.
> >
> > The blending the server must do to accurately reflect each player's
position
> > and hitboxes has been reworked to be more accurate than it was in
previous
> > versions. The trade-off for more accurate hitboxes is that the server
must
> > do more work blending the models, hence the higher CPU usage.
>
>
> Eric, some warning would have been appreciated. It's thrown our
> boxes and setup into diasarray (we run 50 odd CS servers, and more again
of
> normal HL). A CPU increase of 1/3rd is extremely high.
>
>